osu/osu.Game/Rulesets/RulesetStore.cs

187 lines
7.5 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using osu.Framework;
using osu.Framework.Logging;
using osu.Framework.Platform;
#nullable enable
namespace osu.Game.Rulesets
{
public abstract class RulesetStore : IDisposable, IRulesetStore
{
private const string ruleset_library_prefix = @"osu.Game.Rulesets";
protected readonly Dictionary<Assembly, Type> LoadedAssemblies = new Dictionary<Assembly, Type>();
/// <summary>
/// All available rulesets.
/// </summary>
public abstract IEnumerable<RulesetInfo> AvailableRulesets { get; }
protected RulesetStore(Storage? storage = null)
{
// On android in release configuration assemblies are loaded from the apk directly into memory.
// We cannot read assemblies from cwd, so should check loaded assemblies instead.
loadFromAppDomain();
// This null check prevents Android from attempting to load the rulesets from disk,
// as the underlying path "AppContext.BaseDirectory", despite being non-nullable, it returns null on android.
// See https://github.com/xamarin/xamarin-android/issues/3489.
if (RuntimeInfo.StartupDirectory != null)
loadFromDisk();
// the event handler contains code for resolving dependency on the game assembly for rulesets located outside the base game directory.
// It needs to be attached to the assembly lookup event before the actual call to loadUserRulesets() else rulesets located out of the base game directory will fail
// to load as unable to locate the game core assembly.
AppDomain.CurrentDomain.AssemblyResolve += resolveRulesetDependencyAssembly;
var rulesetStorage = storage?.GetStorageForDirectory(@"rulesets");
if (rulesetStorage != null)
loadUserRulesets(rulesetStorage);
}
/// <summary>
/// Retrieve a ruleset using a known ID.
/// </summary>
/// <param name="id">The ruleset's internal ID.</param>
/// <returns>A ruleset, if available, else null.</returns>
public RulesetInfo? GetRuleset(int id) => AvailableRulesets.FirstOrDefault(r => r.OnlineID == id);
/// <summary>
/// Retrieve a ruleset using a known short name.
/// </summary>
/// <param name="shortName">The ruleset's short name.</param>
/// <returns>A ruleset, if available, else null.</returns>
public RulesetInfo? GetRuleset(string shortName) => AvailableRulesets.FirstOrDefault(r => r.ShortName == shortName);
private Assembly? resolveRulesetDependencyAssembly(object? sender, ResolveEventArgs args)
{
var asm = new AssemblyName(args.Name);
// the requesting assembly may be located out of the executable's base directory, thus requiring manual resolving of its dependencies.
// this attempts resolving the ruleset dependencies on game core and framework assemblies by returning assemblies with the same assembly name
// already loaded in the AppDomain.
var domainAssembly = AppDomain.CurrentDomain.GetAssemblies()
// Given name is always going to be equally-or-more qualified than the assembly name.
.Where(a =>
{
string? name = a.GetName().Name;
if (name == null)
return false;
return args.Name.Contains(name, StringComparison.Ordinal);
})
// Pick the greatest assembly version.
.OrderByDescending(a => a.GetName().Version)
.FirstOrDefault();
if (domainAssembly != null)
return domainAssembly;
return LoadedAssemblies.Keys.FirstOrDefault(a => a.FullName == asm.FullName);
}
private void loadFromAppDomain()
{
foreach (var ruleset in AppDomain.CurrentDomain.GetAssemblies())
{
string? rulesetName = ruleset.GetName().Name;
if (rulesetName == null)
continue;
if (!rulesetName.StartsWith(ruleset_library_prefix, StringComparison.InvariantCultureIgnoreCase) || rulesetName.Contains(@"Tests"))
continue;
addRuleset(ruleset);
}
}
private void loadUserRulesets(Storage rulesetStorage)
{
var rulesets = rulesetStorage.GetFiles(@".", @$"{ruleset_library_prefix}.*.dll");
foreach (string? ruleset in rulesets.Where(f => !f.Contains(@"Tests")))
loadRulesetFromFile(rulesetStorage.GetFullPath(ruleset));
}
private void loadFromDisk()
{
try
{
string[] files = Directory.GetFiles(RuntimeInfo.StartupDirectory, @$"{ruleset_library_prefix}.*.dll");
foreach (string file in files.Where(f => !Path.GetFileName(f).Contains("Tests")))
loadRulesetFromFile(file);
}
catch (Exception e)
{
Logger.Error(e, $"Could not load rulesets from directory {RuntimeInfo.StartupDirectory}");
}
}
private void loadRulesetFromFile(string file)
{
string? filename = Path.GetFileNameWithoutExtension(file);
if (LoadedAssemblies.Values.Any(t => Path.GetFileNameWithoutExtension(t.Assembly.Location) == filename))
return;
try
{
addRuleset(Assembly.LoadFrom(file));
}
catch (Exception e)
{
Logger.Error(e, $"Failed to load ruleset {filename}");
}
}
private void addRuleset(Assembly assembly)
{
if (LoadedAssemblies.ContainsKey(assembly))
return;
// the same assembly may be loaded twice in the same AppDomain (currently a thing in certain Rider versions https://youtrack.jetbrains.com/issue/RIDER-48799).
// as a failsafe, also compare by FullName.
if (LoadedAssemblies.Any(a => a.Key.FullName == assembly.FullName))
return;
try
{
LoadedAssemblies[assembly] = assembly.GetTypes().First(t => t.IsPublic && t.IsSubclassOf(typeof(Ruleset)));
}
catch (Exception e)
{
Logger.Error(e, $"Failed to add ruleset {assembly}");
}
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
AppDomain.CurrentDomain.AssemblyResolve -= resolveRulesetDependencyAssembly;
}
#region Implementation of IRulesetStore
IRulesetInfo? IRulesetStore.GetRuleset(int id) => GetRuleset(id);
IRulesetInfo? IRulesetStore.GetRuleset(string shortName) => GetRuleset(shortName);
IEnumerable<IRulesetInfo> IRulesetStore.AvailableRulesets => AvailableRulesets;
#endregion
}
}